Quake II (1997)
Although not as breakthrough as the first version, Quake II is still an important factor in the development history of the graphics industry because it has support for OpenGL and discrete graphics. Quake II is also improved over its predecessor by supporting the skybox-like environment combined with light colors to make the space more beautiful in the game.
Open Graphics Library is a collection of programming functions (APIs) for building 2D and 3D vector graphics. It supports multiple platforms and is often used to help software or games interact with the GPU, thereby achieving hardware-accelerated performance.
The Unreal power pack used in the Unreal game represents an alternative to the Quake engine. Unreal initially used API Glide functions to accelerate with hardware, later it also added support for OpenGL and Direct3D. Quake and Unreal continued to be strong competitive games on the market in terms of graphic techniques for the next decade.
Doom 3 (2004)
Id Software is an important part of the history of PC graphics, and Doom 3 continues to be such a product with the adoption of the Tech 4 engine id. The best feature of Doom 3 is the ability to merge light and shadow.
It also no longer uses the lighting technique first, instead the light will be calculated in real time and this helps create shadows for almost every surface and object in the game. The game also has a bump mapping technique to make polygons look more detailed.
Half-Life 2 (2004)
This game seems to be destined to be the most attractive game of all time because of the story and gameplay, but it also contributes a lot to the computer graphics industry thanks to the Source engine.
This power supply has many improvements compared to the previous Havok physical power supply to bring the physical properties to the characters in the game. Half-Life 2 also has the ability to render lights and cast shadows at high speed.
Developed based on the CryEngine power source for the previous Far Cry game, Crytek created CryEngine 2 to write the famous Crysis game. As a result, this game has quickly become a benchmark tool for PC power.
By 2007, if you set the maximum game configuration, almost no ordinary computer will play this game. One of the most notable features of Crisis or CryEngine 2 is the improved physical interaction recognition power supply and many good lighting effects.
Above are 10 games that marked the development of PC game graphics throughout history.
Wolfenstein 3D (1992)
For those who have played the game since the 90s, few people can forget the game “shoot Nazi” or “Rambo”. Wolfenstein 3D was developed based on John Carmack’s Wolfenstein power supply, which makes use of ray casting to create graphical objects in the game.
It also helps to draw geometric shapes by using algorithms to give a three-dimensional feel. Actually, Wolfenstein 3D is not really “3D” as it is today, but it was still very impressive at the beginning of the era of computer boom.
John D. Carmacksinh August 20, 1970. He is a game developer and co-founder of Id Software. Carmack led the way in writing such popular titles as Common Keen, Wolfenstein 3D, Doom, Quake, Rage and others.
Carmack is best known for his contributions in innovating 3D graphics, such as the Carmack Reverse algorithm to create shading. He also likes missiles and spacecraft, so he founded and concurrently served as chief engineer of Armadillo Aerospace. In August 2013, Carmack became Chief Technology Officer for Oculus VR.
Based on the Doom engine – also developed by Carmack – this Doom game is extremely popular and has a lot of fans around the world. At the time of launch, the game represented a huge leap forward compared to the previous Wolfenstein engine.
As a result, Doom has more advanced 3D graphics features, every surface in the game is covered with patterns or colors, the lighting of each area is also different, the color is also more diverse. But the real innovation of Doom is that the game can run on hardware without having to be too strong because the developer has applied many tricks to reduce the level of resource consumption.
This is considered the most important game at the time 1996 in the field of computer graphics. Unlike Doom and Wolfenstein, Quake’s engine builds polygonal models based on sprites (2D images are often used to describe moving objects without affecting the surrounding environment).
Quake also started to apply true 3D game design with pre-set lighting, and users can also refine the game through the installation of mods. Quake was later upgraded to support OpenGL3D and by 1998 it supported hardware acceleration.
Take a look at 10 games that play an important role and their contributions to the field of computer game graphics.
Computer graphics have grown tremendously in recent decades. Through simple 2D games such as Commander Keen, Wolfenstein or Doom famous in the 1990s until Crysis with “terrible” graphics in 2007, developers have been constantly innovating and creating creations to bring true experiences.
In this article we invite you to take a look at 10 games that play an important role and their contributions to the field of computer game graphics.
Commander Keen (1990)
This is one of the first travel games for PC, and people often compare Commander Keen as Mario for computers. The game was developed by Apogee Software for MS-DOS.
Today we look no longer interested in the game, but at the time this game marked a major step forward in the gaming industry. Commander Keen also uses a technique called “adaptive tile refresh” to create a smooth transition effect as the character moves.
The game engine is a software framework designed to make game development easier. Currently, games on computers, mobile phones or consoles use game engine types.
Key features of a game engine include the ability to draw 2D or 3D images, the ability to detect collisions or physical interactions (and how to respond), sound, scripting, action, artificial intelligence, networking, network gaming, memory management, threaded processing, localization support… By taking advantage of game engines, game cost and time can be significantly reduced and easily carried over to different platforms.
Sim City 2000 (1993)
Maxis Software was a game making company founded in 1987 and they have built their name with the extremely popular The Sim and SimCity series to this day. Maxis Software has written its games using a technique called isometric perspective. It allows users to slightly change the viewing angle during the game to see different details of the environment.
Imagine being able to turn around the city in SimCity to see different sides of tall buildings. “Isometric” is also known by other names such as “3/4” or “2.5D view”. On July 28, 1997, Maxis Software was acquired by EA Games.